And the OP does. That's the whole point. He explicitly states that he wants stuff like composite characters, complex layout, and pixel-perfect accuracy. And whether you use SDF or not is an irrelevance because implementing a full text layout and rendering engine yourself like the OP wants is exceptionally complicated as I've been attempting to explain.

(Whether all these text rendering features actually necessary for his game is up to the OP)

"pixel-perfect accuracy" which I took to mean that it upscales without pixelation.

Well perhaps that's where you went wrong. In the context of font rendering, "pixel-perfect" would mean either pixel grid snapping, or sub-pixel hinting (or both). If you search for "pixel perfect font rendering" I doubt any of the results are going to be "here's how to magnify a font without resorting to vectors".

I don't know why you want to explain to me that writing a full unicode compliant text layout engine is hard, I never even began to suggest the opposite.

Because it sounds like you're trying to suggest using a texture atlas font to accomplish this? The whole point is that that's not going to work for this set of requirements.

In the context of font rendering, "pixel-perfect" would mean either pixel grid snapping, or sub-pixel hinting (or both).

This aligns with Microsoft's take on fonts, but Apple and Adobe have a different idea of "pixel perfect" which is to not upset the style of the font. This is a personal taste as to which is more "perfect". Hinting distorts the font but retains clarity on lower DPI displays. I figure if I'm going to go as far as hinting, I'd rather use bitmapped fonts for those small scales and pin them to pixel coordinates.